Skip to main content

GDC Extras Archive

The GDC (Game Developers Conference), previously the Computer Game Developers Conference, is a series of events held worldwide to bring together developers, marketers, management, artists, and others involved in the creation of electronic entertainment. Besides the main events, GDC also maintains an archive of presentations and recordings at The GDC Vault.

This collection consists of additional video and audio material from the GDC archives outside the GDC Vault's mission, that still hold a cultural impact and interest in the history of the video game industry.

3,124
RESULTS
rss


PART OF
Videogame Videos
Media Type
3,039
movies
67
software
14
audio
4
texts
Year
1
2011
6
2007
4
2006
6
2005
19
2004
5
2003
More right-solid
Topics & Subjects
2,574
GDC
244
EU
143
GDC NEXT
19
GDC EU
19
gdc
15
2004
More right-solid
Collection
More right-solid
Creator
3
independent games summit
1
brian hook
1
cmp game media group
1
cmp technology
1
game developers conference
1
jason scott
More right-solid
Language
996
English
16
Japanese
SHOW DETAILS
up-solid down-solid
eye
Title
Date Archived
Creator
GDC Extras Archive
texts
eye 5,011
favorite 0
comment 0
March 22-26, 2004 San Jose, CA
GDC Extras Archive
texts
eye 4,740
favorite 1
comment 0
March 4-8 2003 San Jose, CA
GDC Extras Archive
texts
eye 4,133
favorite 1
comment 0
March 20-24, 2001
GDC Extras Archive
texts
eye 3,453
favorite 1
comment 0
Conference: May 4-8, 1998
GDC Extras Archive
movies
eye 3,449
favorite 1
comment 0
This video presentation from the 1999 Game Developers Conference explores the architecture of id Software's latest first-person shooter, Quake 3 Arena. Brian Hook discusses basic research into curved surface rendering, issues dealt with in deploying an OpenGL based game, the architecture of the back-end shading pipeline, the lighting model, and LOD algorithms for models and curved surfaces.
Topics: Brian Hook, Quake 3
GDC Extras Archive
movies
eye 2,905
favorite 4
comment 0
Technical art is evolving rapidly. In many studios TAs play key roles in developing efficient tools pipelines, and ensuring art content is visually striking and optimized for performance. TAs bridge content and engineering, helping make both more successful. However, many studios have still not fully embraced the TA role. Their TAs are smart and eager to make an impact, but are not sure how to best prove their value, and be given key roles in development. A group of experienced, respected...
Topic: GDC
GDC Extras Archive
movies
eye 1,613
favorite 0
comment 0
Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Our Journey From Narbacular Drop To Portal (Kim Swift, Valve) In this lecture, the team which made IGF Student Showcase winner Narbacular Drop talk about the making of the innovative title, tips for student developers, how the entire team got picked up by Valve to make Portal using the Source Engine, and exactly how they've transitioned from student indie creators to continued...
GDC Extras Archive
by Independent Games Summit
movies
eye 1,335
favorite 0
comment 0
A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: The Casual Cash Cow? (Eric Zimmerman, Gamelab) The Gamelab co-founder (Diner Dash) talks about how the indie aesthetic/mentality interacts with the casual market (and vice versa), in the best talk on casual games outside of the Casual Games Summit, talking about some of the things that helped Gamelab stay focused and alive in the casual and indie games market, such as...
Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Eric Zimmerman, Gamelab, Diner...
For a relatively small team of environment artists to create the huge open world of Sunset Overdrive, we needed new ways to streamline the production of art assets while still pushing the visual quality to the next level. The Ultimate Trim became our name for a texturing technique, utilizing a certain trim layout and normal map structure that solved a lot of the problems we knew we were facing with production speed, memory usage and performance. During the early phases of development we spent...
Topic: GDC
GDC Extras Archive
by Independent Games Summit
movies
eye 1,032
favorite 0
comment 0
A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Postmortem: Gastronaut Studios' Small Arms (Jacob Van Wingen, Don Wurster, Gastronaut) The creators of Xbox 360 Live Arcade stand-out title Small Arms, previous veterans of XBLA from their work with Fuzzee Fever on the original Xbox Live Arcade, talk about what went right and what wrong during the development of the frenetic multiplayer shooter, giving plenty of insight...
Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Jacob Van Wingen, Don Wurster,...
GDC Extras Archive
by CMP Technology
movies
eye 1,013
favorite 0
comment 0
A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Physics Games Go Indie (Matthew Wegner, Flashbang Studios) Wegner, who is both an indie developer and runs the physics game blog Fun-Motion, explains why real-time physics are such a big part of many innovative independent games, with demonstrations and practical tips for developers wanting to use physics to make their games stand out.
Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Matthew Wegner, Flashbang...
Game physics engines are used to create games like Portal, Titanfall, Smash Hit, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Respawn, Mediocre, and Valve. Topics include numerical...
Topic: GDC
GDC Extras Archive
by Nintendo of America, Inc.
movies
eye 874
favorite 0
comment 0
Footage of Super Mario Galaxy from Shigeru Miyamoto's GDC 2007 Keynote speech o.
Topic: nintendo, wii, super mario galaxy
GDC Extras Archive
movies
eye 756
favorite 0
comment 0
During the 2002 Game Developers Choice Awards, a house band played between awards and at the beginning and end of the production. While there is no independent verification as of yet, the band appears to be Tipsy, a San Francisco-based eclectic lounge-surf-dj group around since the mid 1990s. At the end of the awards show, the band continue to play a set, and the camera was left recording it - this is that footage. The crowd slowly files out and chats while the band plays on - going through...
Topics: GDC, Tipsy, Awards, Band
GDC Extras Archive
movies
eye 751
favorite 0
comment 0
Recorded before the start of Warren Spector's game design keynote at GDC 2003, this collection of crowd shots and pans across the auditorium show the attendees, layout, and size of attendance at GDC events for 2003. The video recording is direct from Betacam SP tape, and has been left otherwise untouched as an AVI to allow for other users and editing with minimal recompression. At the end of this footage, GDC board member Mark Cerny stands working out a sound issue, which was later resolved...
Topics: GDC, GDC Extras, Cerny, Spector, Crowds, Conference
GDC Extras Archive
movies
eye 734
favorite 1
comment 0
Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Marketing For Indies (Russell Carroll, Reflexive/GameTunnel) Want your game to be the one everyone is talking about? Interested in increasing how many copies you've sold? Russell Carroll, who heads up marketing for Wik & The Fable Of Souls creator Reflexive, and also founded key indie game press site GameTunnel, discusses how to maximize your buzz and sales opportunities....
Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Russell Carroll, Reflexive,...
Gain deep insights into the level design process for our industry's biggest games, including Gears of War, Bioshock, and Skyrim in this intense day-long tutorial, moderated by Coray Seifert. The most respected voices in level design weigh in on all aspects of their craft, engage with attendees via numerous Q&A sessions, and offer a once-in-a-career opportunity: a mock interview with a panel of the most veteran level designers in the business.
Topic: GDC
This talk is a detailed walkthrough of the game engine modifications needed to make The Last of Us Remastered run at 60 fps on PlayStation 4. Topics covered will include the fiber-based job system Naughty Dog adopted for the game, the overall frame-centric engine design, the memory allocation patterns used in the title, and our strategies for dealing with locks.
Topic: GDC
Tasked with creating hundreds of character animations that would would blend seamlessly into a painted 2d world, but without any ability to illustrate, what technical and creative tricks could you employ to succeed? An exercise in using your constraints to your advantage, this 30 minute talk tracks the (hopefully) successful attempt to create thousands of Ghibl'style frames of animation with limited time, people and personal skillset. Focusing almost exclusively on specific technical takeaways...
Topic: GDC
GDC Extras Archive
movies
eye 615
favorite 0
comment 0
As part of an outreach program to acknowledge the work done in the Demoscene, the Demoscene Outreach Group (DOG) brought demonstration tapes to various graphics and game events around the world. This reel of contemporary (2003) demos likely played on a looping basis during GDC in one of the theater areas. Each of the included demos is accompanied by an information card and then played in full before moving to the next. Credit for the tape is given to the Demo Scene Outreach Group. Demos played...
GDC Extras Archive
movies
eye 589
favorite 0
comment 0
Characters, factions, classes, and decks: we embrace asymmetry in competitive games, yet one overpowered option can wreak havoc on a community. Such metagame imbalances need not be evaluated solely through intuition. This talk introduces a principled approach to understanding the strength of asymmetric options, grown from the speaker's work balancing PlayStation All-Stars Battle Royale. The method uses game theory and matchup charts to describe the possible metagames that can form among expert...
Topic: GDC
GDC Extras Archive
movies
eye 576
favorite 0
comment 0
Creating compelling characters is a challenging process. Creating compelling characters that address the needs of different game genres is even more challenging. This live demo will explore the conceptual stage of character creation, and explain what to consider when designing for different genres like fighting games, MMOS and shooters. Arn plans to share some of his knowledge and he will design a character of your choice! Will it be a pirate swordsman for a fighting game? Or perhaps an alien...
Topic: GDC
GDC Extras Archive
movies
eye 576
favorite 0
comment 0
This is a collection of gameplay videos from a selection of 1996-era computer and console games, including Super Mario 64, Virtua Fighter, Civilization II, Quake, You Don't Know Jack, Wing Commander III, and many others. In some cases, the same footage loops or different sequences of similar footage is shown in various configurations. While it is not clear what the purpose of the tape was, it was likely to be an editing scratch tape (to test out editing sequences or image quality) or might have...
Topics: GDC, GDC Extras, Sizzle Tape
GDC Extras Archive
movies
eye 563
favorite 0
comment 0
From the GDC Archives, this collection of rough interviews around the 2006 Game Developers Conference contains a mass of interviews by staff and developers about the experience of the GDC.
Topics: GDC, 2006, Interviews
Find out how to use simple procedural techniques to achieve interactive and fluid animations using very few key frames, with examples from indie games like Overgrowth, Receiver and Black Shades. What exactly is the difference between a playable character and a vehicle?
Topic: GDC
This session will describe how Infinity Ward leveraged hardware tessellation in Call of Duty: Ghosts to improve image quality and artist efficiency on PCs and next generation consoles, while maintaining the games trademark high-frame rate. Catmull-Clark subdivision surfaces are an artist friendly, efficient representation for next-generation models. Recent research, including feature adaptive subdivision surfaces by Matthias Niessner and Charles Loop, has made it possible to efficiently render...
Topic: GDC
GDC Extras Archive
movies
eye 468
favorite 0
comment 0
In this talk, art director Matt Nava will present the artwork he created during the development of the game Journey by thatgamecompany. The audience will learn about the creative processes, inspirations, challenges, and constraints that were encountered while designing the art direction for this critically acclaimed and award-winning PS3 title. Based on the book "The Art of Journey" which Nava recently wrote, the lecture will cover the design of the character, creatures, landscapes,...
Topic: GDC
GDC Extras Archive
movies
eye 459
favorite 0
comment 0
Games have reached the point where realistic portrayals of sex and adult relationships are possible, but what does this mean to us as developers? How much responsibility do we have in addressing issues of sexism and sexuality, and are we inadvertently making statements about what is acceptable, even when we don't mean to say anything at all? Our industry is struggling with a conflict between the desire to be taken seriously as an art form, and the desire to avoid addressing social issues...
Topic: GDC
Game worlds expand in size and complexity, thus requiring developers to fill hundreds of square kilometers with content - some of the most tedious and time consuming tasks being terrain and vegetation editing. This talk will describe CD Projekt Red's approach to highly automatize the process. By moving away from the conventional terrain material layers and linear material blends, visual quality can be improved while greatly reducing the amount of work. Vegetation coverage can be procedurally...
Topic: GDC
GDC Extras Archive
movies
eye 424
favorite 0
comment 0
Sequels and reboots in Hollywood have now become more common in gaming. In this "vision track" keynote, the creator and producer of the new Battlestar Galactica TV series discusses how he developed and adapted the existing story behind a large franchise into a new series. Speaker: Ronald Moore
Topics: gdc, Ronald Moore, Battlestar Galactica, 2006, keynote
While epic multiplayer gameplay has long been a defining characteristic of Blizzard Entertainment games, the company's approach to achieving that result has evolved greatly over time. With each new project, Blizzard developers have applied lessons learned from the company's previous games to continually update how they design and implement competitive and cooperative play features. In this presentation, Rob Pardo will discuss the goals the company strives for and the pitfalls it tries to avoid...
Topic: GDC
Free2Play downloadable PC/Mac games have had a great run, not the least in the media, with the likes of League of Legends, DOTA2 and World of Tanks grabbing all the headlines. But how does the business look one step down from the top 1%? After spending 18 months in Steam's Top-5 Free2Play games (out of 140 games), Reloaded Games is happy to pull back the curtain on how 'the other 99%' live in that world. In short, in spite of all the hype, the Western Free2Play downloadable market remains...
Topic: GDC NEXT
"Procedural" is a bit of a buzzword at the moment, but what does it actually mean? A tiny team of artists at Hello Games is using procedural technology to create the infinite worlds of No Man's Sky. But how do you maintain quality and artistic control when faced with the chaos of infinity? Like many artists, they were very cynical about procedural art, thinking that the loss of control inevitably leads to inferior art. They were so very wrong! Art Director Grant Duncan will describe...
Topic: GDC
Game physics engines are used to create games like Angry Birds, Half-Life, Tomb Raider, Red Faction, MotorStorm, Limbo, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Dtecta, Havok,...
Topic: GDC
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry...
Topic: GDC
GDC Extras Archive
movies
eye 395
favorite 0
comment 0
Collection of variant computer-generated Game Developers Conference logos, likely to be used to head sold materials and video assets related to the 1999 Game Developers Conference.
Topics: GDC, GDC Extras, Logos
GDC Extras Archive
by Jason Scott
movies
eye 393
favorite 0
comment 0
Many of the GDC tapes are BetacamSP format and subject to problems involving the magnetic signal. While the audio is not quite as noticeable, the video image can show a fluttery, milky overlay to the original recording. By applying a flicker reduction filter via Virtualdub, the time cost in re-rendering the material is made up for by the increase in quality. This demonstration shows a single range of tape before and after the filtering. The speaker is Ernest Adams, discussing games as art.
Topics: Tech Demo, Virtualdub, Flicker, Filter
Non-linear storytelling is paramount for CD PROJEKT RED games and dialogues are one of the main means of its delivery. The dialogue system is one of the most advanced systems in Wild Hunt's game engine and this talk will cover all of its features, as well as provide deep insight into how these features work. Additionally, the session will demonstrate the pipeline, tools and editor. The talk will also touch upon animation problems we encountered during production, as well as provide applicable...
Topic: GDC
GDC Extras Archive
by CMP Game Media Group
movies
eye 381
favorite 0
comment 0
"Sizzle" tape (collection of logos and television news recordings) of the 14th annual Game Developers Conference. Likely created to show to prospective vendors and exhibitors examples of the far-reaching influence of GDC with regards to exposure and brand recognition. People and events appearing in this tape include: General walking around shots, Dara Gray Tinefield, Adam Sessler of ZD-TV, Scott Budman of News Channel 11, Bill Gates of Microsoft, David Louie of ABC San-Jose, Trent...
Topics: GDC, Game Developers Conference
WARNING: Content of this presentation features nudity and graphic computerized sexual scenes. Please do not come if you are offended by such images or are under the age of 18. Before Hot Coffee, before Playboy: The Mansion, even before the 1980's Leisure Suit Larry series, there was sex in video games... and lots of it. From flirting in MUDs to hardcore sexual simulators to the emerging field of teledildonics, sex in games is nearly as old as the medium itself. Sex isn't limited to the games...
Topic: GDC
This session will introduce new tech artists and students to the exciting world of shader creation and the art of creating beautiful pixels. No previous shader or programming experience is required. The session will start with basic concepts, introduce simple functions, and then combine them to create some cool looking results. By the end of the session, attendees with have a basic understanding of what shaders are, what they can do, and where to go to continue learning about them.
Topic: GDC
GDC Extras Archive
movies
eye 363
favorite 0
comment 0
Photogrammetry has started to gain steam within the Games Industry in recent years. At DICE, this technique was first used on Battlefield and they fully embraced the technology and workflow for Star Wars: Battlefront. This talk will cover their research and development, planning and production, techniques, key takeaways and plans for the future. The speakers will cover photogrammetry as a technology, but more than that, show that it's not a magic bullet but instead a tool like any other that...
Topic: GDC
GDC Extras Archive
movies
eye 358
favorite 0
comment 0
PlayStation Network title Journey takes place in a vast, glittering, lonely desert. Thatgamecompany spent 3 years developing Journey, continually refining (and rewriting) the sand rendering technology. The talk will cover all the technical details of the final sand implementation, and in the process, cover thatgamecompany's approach to graphics in general. 97% pretentiousness-free!
Topic: GDC
In sixty minutes, Vlambeer's Rami Ismail will challenge the audience to get better at pitching their own game to press, to audiences and to platforms.
Topic: EU
GDC Extras Archive
movies
eye 305
favorite 0
comment 0
WARNING: Discussion at this roundtable may include descriptions of graphic sexual activity that may be offensive to some. Please do not come if you are offended by such discussion or are under the age of 18. Hardcore "AO" games are here to stay. Last year's crop of sexy games are on their way to sequels or expansions and a new group of games is ready to push the boundaries even further. Online games like DreamStripper and VirtuallyJenna let players explore their wildest fantasies and...
Topic: GDC
GDC Extras Archive
movies
eye 303
favorite 0
comment 0
This talk covers practical approaches to applying various design methods. In particular what can you, as a designer, do when you don't seem to be getting traction with your current approach. Speaker: Will Wright
Topics: gdc, Will Wright, game design, 2004
The recent success of games with strong narratives such as Bioshock Infinite, The Last of Us and The Walking Dead points to a future where game narrative is viewed as an asset, not an add-on. Unfortunately, the often adopted Three-Act Structure - Hollywood's classical story paradigm - meshes so poorly with game design that it has become a roadblock to narrative development. This talk will explore an alternative paradigm, Sequence Structure, which melds story seamlessly with game elements such...
Topic: GDC NEXT
GDC Extras Archive
movies
eye 282
favorite 0
comment 0
Engaging your audience within the first minutes of play is a delicate endeavor, and has become a critical aspect of development in the era of free-to-play games. If the developers fail to captivate their audience's attention quickly, there won't even be any retention challenges to care about. This talk will cover the common onboarding pitfalls, provide guidelines from User Experience (UX), and discuss best-practices by using knowledge of how the brain learns. It will provide examples from...
Topic: GDC
Learn about the organization, vision and process used to create an immersive user interface for the popular card crafting game, Hearthstone: Heroes of Warcraft. Time permitting, team culture and cross-platform development will also be discussed.
Topic: GDC
GDC Extras Archive
movies
eye 275
favorite 0
comment 0
F.E.A.R.s AI was designed to provide a combat experience as exhilarating as multiplayer against a team of skilled humans. Enemies work in squads, laying suppression fire as allies advance. When confronted with a threat, soldiers shout orders to each other, and if necessary dive crashing through a window to safety. Soldiers advance in formation, split up into organized search parties, and flush out the Player with grenades. The typical game AI techniques of the past could not meet the demands of...
Topic: GDC
Last year's '5 Domains of Play' presentation demonstrated how the facets of motivation in Psychology's Big 5 (or OCEAN) correlate to player preferences for specific game elements. Science! This year, we are going to find a solid, universal, practical game development application of this model, or die in the attempt. Firstly, the 5 Domains model needs some work. Over the last year, we have simplified it to focus exclusively on the 8 facets that seem to be primary for gaming, found a place for...
Topic: GDC
Game physics engines are used to create games like Angry Birds, Half-Life, Tomb Raider, Red Faction, MotorStorm, Limbo, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Dtecta, Havok,...
Topic: GDC
Modern console architectures have heterogeneous, multi-core computation architectures that differ vastly in performance and memory characteristics. As a result, game engine architectures have moved away from thread-level parallelism to use 'job systems' for fine-grained task and data parallelism. To optimally take advantage of all available resources, a game engine must be designed from the ground up for job-based multithreading. In this talk we will delve into the renderer that Bungie...
Topic: GDC
The camera plays a prominent role, not only in the reboot of Tomb Raider, but in every video game. It can make the player more emotionally involved, and therefore more active. How exactly does an engaging camera work, and how can we achieve it? What tools and technologies do we need to create an emotionally engaging experience? What problems do we face during the development of engaging camera systems, and how do we solve them? This talk will pose answers to all of these questions, and walk you...
Topic: GDC
GDC Extras Archive
movies
eye 257
favorite 0
comment 0
A yearly staple of the AI Summit, the AI postmortem session provides a high-density look into the AI of anupcoming or recently released game.In this postmortem, the presenters will dive immediately into the challenges faced with their particular title and how they addressed those challenges - usually successfully! In this year's installment, Brian Schwab of Blizzard will show how the AI for the recent card game Hearthstone was approached to not only solve the hard AI problems of card battle...
Topic: GDC
Hideaki Itsuno pulls back the curtain for a candid look at the creation of Dragon's Dogma through untold development stories, humor and inspiring ideas. This session will focus primarily on the game's original vision and genesis, while also touching on aspects of marketing and post-release product support strategy.
Topic: GDC
GDC Extras Archive
movies
eye 255
favorite 0
comment 0
Today's MMOs often have hundreds of types of agents in their game world - each with potentially dozens of actions they can take. Hand crafting the AI for every agent can be a time-consuming process fraught with brittle, unpredictable results. Often, the only way to achieve the breadth of characters is to sacrifice the depth of behaviors that they can take. This session will show a new architecture that combines a modular, utility-based AI system and a powerful influence map engine. With it,...
Topic: GDC
Iterative constraint solvers work great, but there are cases where we could use better convergence. This presentation explores various Mixed Linear Complementarity Problem (MLCP) solvers and the Featherstone articulated body algorithm and how to mix them.
Topic: GDC
GDC Extras Archive
movies
eye 249
favorite 0
comment 0
Multi-threading in games has been among the most challenging applications of multi-threading in the consumer space. The session presents three case studies of PC games, recently released, which have implemented multi-threading in order to take advantage of growing availability of multi-processor systems and Intel processors with hyper-threading technology. Speakers: Aaron Coday, William Damon, Maxim Perminov
Topics: gdc, Aaron Coday, William Damon, Maxim Perminov, 2004
The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly Splash managed to do just that, and in this session Florian Steinhoff, the creator of Jelly Splash, will give a detailed account on how his team managed that and what he learned throughout the development process.
Topic: GDC
GDC Extras Archive
movies
eye 248
favorite 0
comment 0
While FarmVille helped put social games on the map, public perceptions of the game have varied widely. Loved by players, but often derided by vocal members of the gaming community, one thing is certain: FarmVille has lasted longer than almost all other social games to date. There is a good reason why FarmVille has withstood the test of time. Join Mike Perry, executive producer, and Abhinav Agrawal, director of product, from Zynga's FarmVille studio to hear how a combination of platform...
Topic: GDC
GDC Extras Archive
movies
eye 239
favorite 0
comment 0
This session will give you the not-so-skinny on how games portray fatness and characters of size. What are our harmful, pervasive societal ideas about being fat and in what ways do fat characters in games, and the way they play, reinforce them? How do some games succeed in making fat characters that don't fall into easy pitfalls? How does being fat sometimes cross over with things like gender? Probably most importantly: what are the things designers can do to make players of all body types feel...
Topic: GDC
GDC Extras Archive
movies
eye 238
favorite 0
comment 0
How do you create memorable and distinctive characters? In this presentation, production designer, art director, and illustrator Scott Campbell will share his creative process for creating amazing characters. Scott will begin by describing his approach and showing past works, then move into a live demonstration where he will develop a new character design, sharing his thoughts during the process.
Topic: GDC
This is an in-depth exploration of the philosophy, evolution, and development of one of the industry's most innovative user interfaces. Dino Ignacio, the lead user interface designer of the Dead Space franchise, will break down the early attempts and concepts that led to Dead Space's interface becoming diegetic and immersive. It will discuss how and why we got to the shipped versions.
Topic: GDC
Over the past ten years the complexity of many games has increased, and with that so has the knowledge needed to create them. Creating the latest code for graphics, animation, physical simulation, even to some extent artificial intelligence requires thorough knowledge of the necessary mathematical underpinnings. This tutorial continues the tradition of the "Math for Programmers" tutorial by bringing together some of the best presenters in gaming math to concentrate on the core...
Topic: GDC
GDC Extras Archive
movies
eye 231
favorite 0
comment 0
Over the past ten years the complexity of many games has increased, and with that so has the knowledge needed to create them. Creating the latest code for graphics, animation, physical simulation, even to some extent artificial intelligence requires thorough knowledge of the necessary mathematical underpinnings. This tutorial continues the tradition of the "Math for Programmers" tutorial by bringing together some of the best presenters in gaming math to concentrate on the core...
Topic: GDC
GDC Extras Archive
movies
eye 231
favorite 0
comment 0
This session is about using the QuickHull algorithm for convex hull creation. Dirk will show how to implement the QuickHull algorithm in 3D and how it is used for collision authoring at Valve. The talk will introduce the algorithm in 2D first and then extend to 3D. It will also cover numerical issues which will be handled mostly by using face merging, and show why face merging is important for stable contacts in rigid body simulation.
Topic: GDC
GDC Extras Archive
movies
eye 229
favorite 0
comment 0
Sound logo for the Game Developers Conference 1999 - computer-generated numbers bounce around a meeting hall until the GDC Logo appears and the right numbers bounce into place.
Topics: GDC, Game Developers Conference
How can "level design" meaningfully exist as a unified discipline when the actual work of level design varies so widely between different games and developers? This talk critically assesses level design as a fragmented design practice stretched across a material history of level editors, the evolution of the level designer as an industry role, level design as a continuation of a modernist architecture program, and design as a political process. What would a "sustainable level...
Topic: GDC
In the competitive world of video game development, less and less time is given for 2d pre-production. Concept designers must balance their schedule between envisioning new ideas verses executing professional drawings and paintings. And with so many games entering the market every year, it is also harder and harder to come up with original contents. During the first half of this session, Feng will share his methods for idea generation. We'll explore a variety of quick and efficient design...
favoritefavoritefavoritefavoritefavorite ( 1 reviews )
Topic: GDC
While Steam represents a huge chunk of the overall PC games market, there hasn't been a public, NPD-style service providing detailed overall sales estimates for the entirety of the service - until now. The "Steam Gauge" project samples tens of thousands of public Steam Community profiles to generate accurate enough estimates of aggregate sales and gameplay hours for every game on the service. This session will provide an in-depth analysis of that data, and what it tells us about the...
Topic: GDC
As we enter a new console generation, the complexity of many games have increased, and with that, the knowledge needed to create them. Creating the latest code for graphics, animation, physical simulation and even artificial intelligence requires thorough knowledge of the necessary mathematical underpinnings. This tutorial continues the tradition of the "Math for Programmers" tutorial by bringing together some of the best presenters in gaming math to concentrate on the core...
Topic: GDC
Players make purchase decisions based upon marketing trailers, PR stories and E3 demos, but up until now there have been very few dependable ways to measure which factors exactly drive those choices.This lecture will help developers understand the reliable and measurable psychological principals that motivate players' purchase decisions. It will present never-before-seen research and will extend the "player experience of need satisfaction" (PENS) framework and its practical...
Topic: GDC
The mobile market is saturated with game adaptations of Hollywood films. A big challenge is defining what makes a movie to mobile game successful and worth playing. This session explores the game conceptualization and design process involved in the development of KING KONG THE OFFICIAL MOBILE GAME OF THE MOVIE. The session focuses on the must have factors for designing a game based on a film adapatation: design, engine, U.I., and quality control.
Topic: GDC